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<div class="header">
  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#properties">Properties</a> &#124;
<a href="class_lua_1_1_shooting-members.html">List of all members</a>  </div>
  <div class="headertitle">
<div class="title">Lua.Shooting Class Reference</div>  </div>
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<p>Use this component to control the shooting-related and gun properties of agents.  
 <a href="class_lua_1_1_shooting.html#details">More...</a></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:af0e7769dd39d32787d3197ebee1a3247"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#af0e7769dd39d32787d3197ebee1a3247">SetBurstFire</a> (bool enable)</td></tr>
<tr class="memdesc:af0e7769dd39d32787d3197ebee1a3247"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets/unsets the gun to burst-fire mode  <a href="class_lua_1_1_shooting.html#af0e7769dd39d32787d3197ebee1a3247">More...</a><br /></td></tr>
<tr class="separator:af0e7769dd39d32787d3197ebee1a3247"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adbbd67fdfd65fd5d754e66c44907c974"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#adbbd67fdfd65fd5d754e66c44907c974">SetProjectileColor</a> (int r, int g, int b)</td></tr>
<tr class="memdesc:adbbd67fdfd65fd5d754e66c44907c974"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the color for the projectiles that will be fired by this NPC's gun. RGB values (0-255)  <a href="class_lua_1_1_shooting.html#adbbd67fdfd65fd5d754e66c44907c974">More...</a><br /></td></tr>
<tr class="separator:adbbd67fdfd65fd5d754e66c44907c974"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a916d6868d5ab051898ea2f7d676587aa"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#a916d6868d5ab051898ea2f7d676587aa">SetProjectileSpeed</a> (float speedMult)</td></tr>
<tr class="memdesc:a916d6868d5ab051898ea2f7d676587aa"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the speed multiplier for the projectiles that will be fired by this NPC's gun.  <a href="class_lua_1_1_shooting.html#a916d6868d5ab051898ea2f7d676587aa">More...</a><br /></td></tr>
<tr class="separator:a916d6868d5ab051898ea2f7d676587aa"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a376edd82b6c42daab355831d5ecbc340"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#a376edd82b6c42daab355831d5ecbc340">SetProjectileScale</a> (float scaleMult)</td></tr>
<tr class="memdesc:a376edd82b6c42daab355831d5ecbc340"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the scale/size multiplier for the projectiles that will be fired by this NPC's gun. Default: 1  <a href="class_lua_1_1_shooting.html#a376edd82b6c42daab355831d5ecbc340">More...</a><br /></td></tr>
<tr class="separator:a376edd82b6c42daab355831d5ecbc340"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af28162d50b374775ee7618d1cc6c2063"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#af28162d50b374775ee7618d1cc6c2063">SetFiringSFX</a> (string clip)</td></tr>
<tr class="memdesc:af28162d50b374775ee7618d1cc6c2063"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set a custom sound clip for this specific NPCs/AIs gun's projectile firing sound effect. Pass a nil/null to reset to its original sound effect.  <a href="class_lua_1_1_shooting.html#af28162d50b374775ee7618d1cc6c2063">More...</a><br /></td></tr>
<tr class="separator:af28162d50b374775ee7618d1cc6c2063"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa89af0a3474a9f2ac09e3305986df10d"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#aa89af0a3474a9f2ac09e3305986df10d">SetProjectileImpactSFX</a> (string clip)</td></tr>
<tr class="memdesc:aa89af0a3474a9f2ac09e3305986df10d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set a custom sound clip for this specific NPCs/AIs gun's projectile impact sound effect. Pass a nil/null to reset to its original sound effect.  <a href="class_lua_1_1_shooting.html#aa89af0a3474a9f2ac09e3305986df10d">More...</a><br /></td></tr>
<tr class="separator:aa89af0a3474a9f2ac09e3305986df10d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8bd9055060bba675e803483c5a1f71d2"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#a8bd9055060bba675e803483c5a1f71d2">FixGunAimingOrientation</a> ()</td></tr>
<tr class="memdesc:a8bd9055060bba675e803483c5a1f71d2"><td class="mdescLeft">&#160;</td><td class="mdescRight">In case the gun wasn't positioned correctly at aiming start-up, use this manual function to attempt to fix it.  <a href="class_lua_1_1_shooting.html#a8bd9055060bba675e803483c5a1f71d2">More...</a><br /></td></tr>
<tr class="separator:a8bd9055060bba675e803483c5a1f71d2"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:a0c512eac7dea63f8594bbfcb0976a34a"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#a0c512eac7dea63f8594bbfcb0976a34a">isAiming</a><code> [get]</code></td></tr>
<tr class="memdesc:a0c512eac7dea63f8594bbfcb0976a34a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the micro is currently aiming  <a href="class_lua_1_1_shooting.html#a0c512eac7dea63f8594bbfcb0976a34a">More...</a><br /></td></tr>
<tr class="separator:a0c512eac7dea63f8594bbfcb0976a34a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0b4d9622c4a1888f424ebdc13db498d1"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#a0b4d9622c4a1888f424ebdc13db498d1">isFiring</a><code> [get]</code></td></tr>
<tr class="memdesc:a0b4d9622c4a1888f424ebdc13db498d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the micro is currently firing  <a href="class_lua_1_1_shooting.html#a0b4d9622c4a1888f424ebdc13db498d1">More...</a><br /></td></tr>
<tr class="separator:a0b4d9622c4a1888f424ebdc13db498d1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af30c3a5b6caca44684fcd88ac7f7f4a7"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#af30c3a5b6caca44684fcd88ac7f7f4a7">accurateFiring</a><code> [get, set]</code></td></tr>
<tr class="memdesc:af30c3a5b6caca44684fcd88ac7f7f4a7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the micro's firing is 100% accurate or not  <a href="class_lua_1_1_shooting.html#af30c3a5b6caca44684fcd88ac7f7f4a7">More...</a><br /></td></tr>
<tr class="separator:af30c3a5b6caca44684fcd88ac7f7f4a7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7f8c04173b4649a5b6134344e67dc10a"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#a7f8c04173b4649a5b6134344e67dc10a">inaccuracyFactor</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a7f8c04173b4649a5b6134344e67dc10a"><td class="mdescLeft">&#160;</td><td class="mdescRight">How intense the inaccuracy of the firing is (Recommended: 5-20)  <a href="class_lua_1_1_shooting.html#a7f8c04173b4649a5b6134344e67dc10a">More...</a><br /></td></tr>
<tr class="separator:a7f8c04173b4649a5b6134344e67dc10a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adc410fd560cfdc7bdbd5b870a7adedbf"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#adc410fd560cfdc7bdbd5b870a7adedbf">predictiveAiming</a><code> [get, set]</code></td></tr>
<tr class="memdesc:adc410fd560cfdc7bdbd5b870a7adedbf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the micro should try to predict where a moving target is going to be.  <a href="class_lua_1_1_shooting.html#adc410fd560cfdc7bdbd5b870a7adedbf">More...</a><br /></td></tr>
<tr class="separator:adc410fd560cfdc7bdbd5b870a7adedbf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aece1867c834c0c4fc31af53c55c8040e"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#aece1867c834c0c4fc31af53c55c8040e">firingInterval</a><code> [get, set]</code></td></tr>
<tr class="memdesc:aece1867c834c0c4fc31af53c55c8040e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Amount of time (in seconds) between each shot or burst fire period. Default: 4  <a href="class_lua_1_1_shooting.html#aece1867c834c0c4fc31af53c55c8040e">More...</a><br /></td></tr>
<tr class="separator:aece1867c834c0c4fc31af53c55c8040e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6ddbbd79abebeb560511e7c00093fb1a"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#a6ddbbd79abebeb560511e7c00093fb1a">burstFire</a><code> [get]</code></td></tr>
<tr class="memdesc:a6ddbbd79abebeb560511e7c00093fb1a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the gun is in burst-fire mode or single-fire  <a href="class_lua_1_1_shooting.html#a6ddbbd79abebeb560511e7c00093fb1a">More...</a><br /></td></tr>
<tr class="separator:a6ddbbd79abebeb560511e7c00093fb1a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a41ac94c6ba5c407bd0fcbf0f6e938fd1"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#a41ac94c6ba5c407bd0fcbf0f6e938fd1">burstFireRounds</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a41ac94c6ba5c407bd0fcbf0f6e938fd1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of shots in a single burst fire. Default: 3  <a href="class_lua_1_1_shooting.html#a41ac94c6ba5c407bd0fcbf0f6e938fd1">More...</a><br /></td></tr>
<tr class="separator:a41ac94c6ba5c407bd0fcbf0f6e938fd1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a51b27960d8f74262edb79dc173f75670"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_lua_1_1_shooting.html#a51b27960d8f74262edb79dc173f75670">burstFireInterval</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a51b27960d8f74262edb79dc173f75670"><td class="mdescLeft">&#160;</td><td class="mdescRight">Amount of time (in seconds) between each shot in a burst fire. Default: 0.75  <a href="class_lua_1_1_shooting.html#a51b27960d8f74262edb79dc173f75670">More...</a><br /></td></tr>
<tr class="separator:a51b27960d8f74262edb79dc173f75670"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Use this component to control the shooting-related and gun properties of agents. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a id="a8bd9055060bba675e803483c5a1f71d2"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a8bd9055060bba675e803483c5a1f71d2">&#9670;&nbsp;</a></span>FixGunAimingOrientation()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Lua.Shooting.FixGunAimingOrientation </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>In case the gun wasn't positioned correctly at aiming start-up, use this manual function to attempt to fix it. </p>

</div>
</div>
<a id="af0e7769dd39d32787d3197ebee1a3247"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af0e7769dd39d32787d3197ebee1a3247">&#9670;&nbsp;</a></span>SetBurstFire()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Lua.Shooting.SetBurstFire </td>
          <td>(</td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>enable</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Sets/unsets the gun to burst-fire mode </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">enable</td><td></td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="af28162d50b374775ee7618d1cc6c2063"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af28162d50b374775ee7618d1cc6c2063">&#9670;&nbsp;</a></span>SetFiringSFX()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Lua.Shooting.SetFiringSFX </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>clip</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Set a custom sound clip for this specific NPCs/AIs gun's projectile firing sound effect. Pass a nil/null to reset to its original sound effect. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">clip</td><td>the sound clip file name</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="adbbd67fdfd65fd5d754e66c44907c974"></a>
<h2 class="memtitle"><span class="permalink"><a href="#adbbd67fdfd65fd5d754e66c44907c974">&#9670;&nbsp;</a></span>SetProjectileColor()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Lua.Shooting.SetProjectileColor </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>r</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>g</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>b</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Set the color for the projectiles that will be fired by this NPC's gun. RGB values (0-255) </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">r</td><td>red color value (0-255)</td></tr>
    <tr><td class="paramname">g</td><td>green color value (0-255)</td></tr>
    <tr><td class="paramname">b</td><td>blue color value (0-255)</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="aa89af0a3474a9f2ac09e3305986df10d"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aa89af0a3474a9f2ac09e3305986df10d">&#9670;&nbsp;</a></span>SetProjectileImpactSFX()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void Lua.Shooting.SetProjectileImpactSFX </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>clip</em></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Set a custom sound clip for this specific NPCs/AIs gun's projectile impact sound effect. Pass a nil/null to reset to its original sound effect. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">clip</td><td>the sound clip file name</td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a id="a376edd82b6c42daab355831d5ecbc340"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a376edd82b6c42daab355831d5ecbc340">&#9670;&nbsp;</a></span>SetProjectileScale()</h2>

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          <td class="memname">void Lua.Shooting.SetProjectileScale </td>
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          <td class="paramname"><em>scaleMult</em></td><td>)</td>
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<p>Set the scale/size multiplier for the projectiles that will be fired by this NPC's gun. Default: 1 </p>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">scaleMult</td><td>default: 1</td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a916d6868d5ab051898ea2f7d676587aa">&#9670;&nbsp;</a></span>SetProjectileSpeed()</h2>

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          <td class="memname">void Lua.Shooting.SetProjectileSpeed </td>
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          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>speedMult</em></td><td>)</td>
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<p>Set the speed multiplier for the projectiles that will be fired by this NPC's gun. </p>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">speedMult</td><td>default: 1</td></tr>
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<h2 class="groupheader">Property Documentation</h2>
<a id="af30c3a5b6caca44684fcd88ac7f7f4a7"></a>
<h2 class="memtitle"><span class="permalink"><a href="#af30c3a5b6caca44684fcd88ac7f7f4a7">&#9670;&nbsp;</a></span>accurateFiring</h2>

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<p>Whether the micro's firing is 100% accurate or not </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a6ddbbd79abebeb560511e7c00093fb1a">&#9670;&nbsp;</a></span>burstFire</h2>

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<p>Whether the gun is in burst-fire mode or single-fire </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a51b27960d8f74262edb79dc173f75670">&#9670;&nbsp;</a></span>burstFireInterval</h2>

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<p>Amount of time (in seconds) between each shot in a burst fire. Default: 0.75 </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a41ac94c6ba5c407bd0fcbf0f6e938fd1">&#9670;&nbsp;</a></span>burstFireRounds</h2>

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<p>Number of shots in a single burst fire. Default: 3 </p>

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<h2 class="memtitle"><span class="permalink"><a href="#aece1867c834c0c4fc31af53c55c8040e">&#9670;&nbsp;</a></span>firingInterval</h2>

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<p>Amount of time (in seconds) between each shot or burst fire period. Default: 4 </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a7f8c04173b4649a5b6134344e67dc10a">&#9670;&nbsp;</a></span>inaccuracyFactor</h2>

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<p>How intense the inaccuracy of the firing is (Recommended: 5-20) </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a0c512eac7dea63f8594bbfcb0976a34a">&#9670;&nbsp;</a></span>isAiming</h2>

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<p>Whether the micro is currently aiming </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a0b4d9622c4a1888f424ebdc13db498d1">&#9670;&nbsp;</a></span>isFiring</h2>

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<p>Whether the micro is currently firing </p>

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<h2 class="memtitle"><span class="permalink"><a href="#adc410fd560cfdc7bdbd5b870a7adedbf">&#9670;&nbsp;</a></span>predictiveAiming</h2>

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<p>Whether the micro should try to predict where a moving target is going to be. </p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li>LuaShooting.cs</li>
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